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-rw-r--r--src/effects/peak_meter_effect.cc98
1 files changed, 98 insertions, 0 deletions
diff --git a/src/effects/peak_meter_effect.cc b/src/effects/peak_meter_effect.cc
new file mode 100644
index 0000000..692d851
--- /dev/null
+++ b/src/effects/peak_meter_effect.cc
@@ -0,0 +1,98 @@
+// Peak meter overlay for audio debugging
+
+#include "effects/peak_meter_effect.h"
+#include "gpu/post_process_helper.h"
+#include "gpu/shader_composer.h"
+#include "util/fatal_error.h"
+
+PeakMeterEffect::PeakMeterEffect(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) {
+ HEADLESS_RETURN_IF_NULL(ctx_.device);
+
+ uniforms_buffer_.init(ctx_.device);
+
+ const char* shader_main = R"(
+ struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
+ };
+
+ @group(0) @binding(0) var inputSampler: sampler;
+ @group(0) @binding(1) var inputTexture: texture_2d<f32>;
+ @group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+ @vertex
+ fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
+ var output: VertexOutput;
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1.0, -1.0),
+ vec2<f32>(3.0, -1.0),
+ vec2<f32>(-1.0, 3.0)
+ );
+ output.position = vec4<f32>(pos[vertexIndex], 0.0, 1.0);
+ output.uv = pos[vertexIndex] * 0.5 + 0.5;
+ return output;
+ }
+
+ @fragment
+ fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
+ let bar_y_min = 0.005;
+ let bar_y_max = 0.015;
+ let bar_x_min = 0.015;
+ let bar_x_max = 0.250;
+ let in_bar_y = input.uv.y >= bar_y_min && input.uv.y <= bar_y_max;
+ let in_bar_x = input.uv.x >= bar_x_min && input.uv.x <= bar_x_max;
+
+ if (in_bar_y && in_bar_x) {
+ let uv_x = (input.uv.x - bar_x_min) / (bar_x_max - bar_x_min);
+ let factor = step(uv_x, uniforms.audio_intensity);
+ return mix(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), factor);
+ }
+
+ return textureSample(inputTexture, inputSampler, input.uv);
+ }
+ )";
+
+ std::string shader_code =
+ ShaderComposer::Get().Compose({"common_uniforms"}, shader_main);
+
+ pipeline_ = create_post_process_pipeline(ctx_.device,
+ WGPUTextureFormat_RGBA8Unorm,
+ shader_code.c_str());
+}
+
+PeakMeterEffect::~PeakMeterEffect() {
+ if (bind_group_) wgpuBindGroupRelease(bind_group_);
+ if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
+}
+
+void PeakMeterEffect::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ uniforms_buffer_.update(ctx_.queue, params);
+ pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
+ uniforms_buffer_.get(), {nullptr, 0});
+
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = output_view;
+ color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+ color_attachment.loadOp = WGPULoadOp_Load;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}